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  • #219779

    In reply to: Witcher 3

    Florian-83
    Participant

    Fresh Steam The Witcher 3 Version 4.04 Installation here. Sadly not working with VorpX 24.1.0 official Profile.

    Script Compilation Errors:

    Error [content0]game\gameplay\damage\damagemanagerprocessor.ws(557): Could not find function ‘ShouldAutoApplyOilImmediately’
    Error [content0]game\gameplay\damage\damagemanagerprocessor.ws(562): Could not find function ‘ShouldAutoApplyOilImmediately’
    Error [content0]game\gameplay\effects\effects\other\oil.ws(177): Could not find function ‘ShouldAutoApplyOil’
    Error [content0]game\gui\main_menu\ingamemenu.ws(1513): Could not find function ‘SetAutoApplyOils’
    Error [content0]game\gui\main_menu\ingamemenu.ws(1515): Could not find function ‘SetAutoApplyOils’
    Error [content0]game\player\states\vehicles\horseriding.ws(141): Could not find function ‘ShouldAutoApplyOil’

    Warning [content0]engine\environment.ws(30): Global native function ‘EnableDebugOverlayFilter’ was not exported from C++ code.
    Warning [content0]engine\environment.ws(32): Global native function ‘EnableDebugPostProcess’ was not exported from C++ code.
    Warning [content0]engine\showflags.ws(11): Global native function ‘DebugSetEShowFlag’ was not exported from C++ code.

    #219717

    In reply to: Witcher 3

    Nigebik
    Participant

    I’d like to play with normal direct vr geometry, but it still doesn’t work.
    I use vorpx no beta, ranimate profile, gervant first person mod, fov 80. Witcher 1.31 version. Works almost fine.

    #219708
    Illuzio
    Participant

    Hi, I want to play Witcher 3 in VR with the G3D + 6DOF! Which version of VorpX should I use, 23.1.0 or 24.1.0?

    For the script problems, I plan to correct them myself because I have already adapted all my mods to the latest Witcher 3 update.

    I can provide the vanilla scripts in their 4.04 versions if Ralf wants to update them himself?

    #219564
    Boblekobold
    Participant

    G2 worked great with vorpX and The Witcher 3. My main problem was that it was not comfortable for my face shape and i needed to live with some pain during usage. Second issue was that something wasn’t quite right with the stereo overlap. I know that Quest 3 has a small(ish) stereo overlap as well, but somehow on the G2 it felt more noticeable, while on Quest 3 i can forget it quickly.

    But i loved the resolution, not even Quest 3 can quite get to this level, IMO.

    To solve these issues with the G2 :

    You can buy a VR cover (I needed it to remove the nose thing) :
    “VR Cover Facial Interface & Foam Replacement for HP Reverb G2 V1 & V2” on Amazon

    You can also buy a BoboVR M2 strap :
    “BOBOVR M2 Plus Head Strap,Compatible with Meta Quest 2” on Amazon
    With a G2 adapter :
    https://www.etsy.com/listing/1079503371/kit-adaptateur-tyco-tech-hp-reverb-g2?variation0=2226421683

    This way it’s perfect (I added coins as counter weight at the back, in little plastic tubes, and I added bubble wrap around BoboVR top arms). The G2 doesn’t even touch my face. It doesn’t move. And I can wear it as long as I want.

    If needed, there is also counter weights and other straps :
    https://www.studioformcreative.com/reverb-g2
    Varjo Aero ones could be better (as there are two weights)

    Don’t forget lenses (correction + blue protection) :
    https://vroptician.com/

    #219554
    MarcDwonn
    Participant

    G2 worked great with vorpX and The Witcher 3. My main problem was that it was not comfortable for my face shape and i needed to live with some pain during usage. Second issue was that something wasn’t quite right with the stereo overlap. I know that Quest 3 has a small(ish) stereo overlap as well, but somehow on the G2 it felt more noticeable, while on Quest 3 i can forget it quickly.

    But i loved the resolution, not even Quest 3 can quite get to this level, IMO.

    #219359
    MarcDwonn
    Participant

    Older games use lightmaps to emulate lighting in static geometry, this includes some AO approximation. Realistic games like STALKER, HL2 or The Witcher have darkening in corners, under vehicles etc and look great already. You would be doubling the AO effect in world geometry, which is overkill.

    Newer games started to introduce dynamic AO (from Crysis on), and if AO has to be disabled for G3D to work glitch free, they look horribly flat/fake in world geometry because of the missing light maps.

    #219314
    Reaver Shadow
    Participant

    @MarcDwonn, now i’m very curious. The nVidia AO, does work with the witcher, when not using VorpX (I’m assuming any Stereo3D). Can you elaborate on what you mean by “older games with lightmaps don’t need this anyways?”, for example is there just personal preference, or did the way of generating the image change over time, and thus AO was needed?

    Reaver Shadow
    Participant

    Can confirm, VDXR OpenXR Runtime in Virtual Desktop WORKS with VorpX [i.e. VorpX + Virtual Desktop(OpenXR aka VDXR)].

    BUT not without hiccups/issues ;(

    VorpX: v21.3.5
    Oculus Quest Desktop Software: Rendering Resolution 3712 x 1888 / 90Hz
    Virtual Desktop Streamer: v1.30.1 / VR Graphics Quality: Medium / 90Hz
    Headset: Meta Oculus Quest 2
    Game Resolution (The Witcher, Nexus Mods Collection: “best experience LOREPLAY”): 2560 x 1600 (16:10), ~55FPS (seems to be frame caped at 60, 1080p is same)

    Report
    – [PSA] Start VorpX after your streaming within Virtual Desktop, or VorpX tries to hook it (I know i can exclude it, but i’m lazy).
    – [Minor] I have Virtual Desktops Performance Overlay on by default. As soon as it click both sticks to turn off, I lose the mouse. Found no way to get back outside of quitting everything and running again. So disable Performance Overlay prior to starting game.
    – [Major] I’m not sure what to call it other then artifacts. I would have random, not sure if individual or groups, of pixels in my peripheral be sparkling/shimmer/be wrong colour briefly. At first i thought it was dead pixel, but this same behavior did not occur with AirLink, or was not apparent when running game in flat mode. ( I believe it was both the virtual screen and in the lounge.) Unfortunately, this was too distracting for me, and I when back to AirLink.

    Side Experience Notes
    – IMO the UI and User Experience of Virtual Desktop is levels beyond AirLink (The virtual keyboard alone in AirLink is just inconvenient/dumb).
    – In my testing play the witcher, VorpX + AirLink, the combo does NOT recover AT ALL from any type of disconnect, (WIFI related, PC/VorpX error, or the WORST simply removing the headset for a washroom break. This is EXTREMELY frustrating. Where as Virtual Desktop recovered 3 out of 3 times.

    Side Technical Notes
    – Rendering Resolution != Game Resolution. (It’s complicated)
    – As best as i can figure, in Virtual Desktop Streaming Menu (within Headset), VR Graphics Quality, is the equivalent to Oculus Quest Desktop Software Rendering Resolution.

    Questions
    – One thing i haven’t figured out for sure, hoping someone can verify. For Virtual Desktop flat screen/AirLink desktop/VorpX Desktop Viewer, you are simply cloning the Monitor, including the refresh rate and resolution, so they matter and should match. But when running in “VR mode”, your physical monitor res and refresh rate don’t apply. (My current theory is a sort of virtual monitor is created. Your physical monitor can display a limited portion, like reduced resolution and refresh rate, aka with safer perimeters for your physical monitor, of that virtual monitor???)

    #219264
    MarcDwonn
    Participant

    Please report if the nVidia Ambient Occlusion works in stereo mode. I’ve never been tempted to add AO to The Witcher 1, because it already uses baked lighting. On the other hand i tried out the Far Cry VR mod the other day, and that one really needs some AO because it looks super flat. I briefly thought about nVidia AO, but dismissed the idea as “not compatible” with stereo view.

    So yeah, looking forward to hear about your experience.

    About modding: i played TW1 fully modded with texture mods and other stuff, and the engine gets a bit more unstable, but it works great in G3D, S3D is perfect, even the particles have proper depth. It was my first vorpexed game i played and i was mighty impressed.

    #219259
    Reaver Shadow
    Participant

    Thanks very much for the prompt reply. Totally didn’t realize the profiles modify the games INI.

    Some follow-up questions;

    So the community over at HelixMod put a lot of effort into tweaks for Glasses Stereo3D (Mostly for slightly older stuff when Glass 3D was a bit more hyped), to improve the Stereo effect/realism and improve shadows. My understanding is some of these aren’t simply graphic settings changes. I’m guessing it wouldn’t make sense to you their “mods” with VorpX? (I’ll try down the road, but looking for thoughts)

    Actual, I guess that’s a good question. So the VorpX profiles adjust graphics settings (via INI), and probably the VorpX 3D driver settings, but are there specific game tweaks as well?

    Also, any experience with other mods, from like Nexus Mods for example? I’m going to be starting with Witcher 1 (un-modded in VorpX), but i do see one of the collections on Nexus Mod for TW1, adds Ambient Occlusion (forces via Nvidia inspector), and another mod (shader?) improves lighting sources, on top of higher quality Texture. Any idea if these types of mods conflict with the profiles provided via VorpX?

    #219220

    In reply to: God of war.

    MarcDwonn
    Participant

    It’s really disappointing that we have to reach out to 3rd party software to get popular games like God Of War working in stereo3D.

    At least Virtual Desktop now has a virtual monitor and can play Depth3D output judder-free and up to 4k. You could try that method as well.

    I’m aware that the new VorpX version has a virtual monitor driver too, but it breaks Z3D compatibility with The Witcher 3 classic version (1.31).

    #219110
    Nigebik
    Participant

    Unfortunately, the latest version of witcher does not work with vorpx yet, I hope that it will be fixed someday. I recently completed witcher 3 with vorpx, I used vorpx no beta, witcher 3 version 1.31 (no next gen), Ranimate profile.

    #219100
    mateuszw1995
    Participant

    I tried to run Witcher 3 nextgen (version 4.03) with latest Vorpx 23.1.0 beta in DX11 mode, but after installling additional components, script compilation fails as posted above. After removing r4Player.ws file the game launches, but there is no 3D effect in any 3D mode. I think something was changed in the game that brokes compatibility with code in this file (errors with SetAutoApplyOils are common in discussions about many mods that was broken).

    Ralf, can you tell which game version should work? Can you look why it is broken and check if it can be fixed?

    #219096
    Tiggerdyret
    Participant

    Does The Witcher 3 support G3D and does the newest version support it with ray tracing?

    #218933
    cornholio79
    Participant

    Hi,

    With the current stable version 21.3.5 I was able to run the DX11 version including the FPV mods, but there was no grass/trees/etc, no matter what profile I tried. I think this must be something related to VorpX – when I ran the same without VorpX, the grass was there.

    With 21.1.0 I’m not able to run at all, unfortunately. It offers to install a mod of its own, but that won’t compile (even on a clean Witcher 3 install, no mods). If I choose not to use this, it won’t start, saying it could not initialize the Vive libraries.
    So, there is currently no way for me to run the Witcher 3 using VorpX…

Viewing 15 results - 46 through 60 (of 470 total)

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